mr. pai class - gamification in education - manu melwin joy
TRANSCRIPT
Mr. Pai’s ClassGamification in Education
Prepared By Manu Melwin Joy
Assistant ProfessorSCMS School of Technology and Management
Kerala, India.Phone – 9744551114
Mail – [email protected]
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Mr. Pai’s Class• Sometimes the best
gamification examples
are those that combine a
multitude of fun
technologies and
solutions.
Mr. Pai’s Class• Third grade teacher Ananth
Pai at the
Parkview/Centerpoint
Elementary School in White
Bear Lake, MN believes in
the promise of games within
education.
Mr. Pai’s Class• The promise that it can
make students learn
more, learn faster and at
their own learning level
instead of worry about
others in the class.
Mr. Pai’s Class• He is an advocate of
interactive learning games
that can be played
individually, with other
students in the class, or even
students located in other
cities, states, and nations.
Mr. Pai’s Class• What is unique in Mr. Pai’s class
is that several different devices
and media channels are used.
Not just computers with local
programs and game-based apps,
but web-based and console-
based (such as Nintendo) games
as well.
Mr. Pai’s Class• He has taken traditional
education methods and
provided a technological
twist to create new, digitally
assisted learning
opportunities.
Mr. Pai’s Class• As a result, this digitally
assisted learning has
produced increased class
interest, improved math
and reading scores, overall
enthusiasm and class
engagement.
Mr. Pai’s Class• Often the programs and games
are multi-subject based; such
as with the game Flower
Power, which introduces basic
concepts in economics and
business as the student
increase their math skills.
Mr. Pai’s Class• Multiple goals, achievements,
rewards and positive feedback
from fellow students and Mr. Pai
are some of the characteristics
that make the the class so
engaging and fun. Yes, class and
learning can be fun – most if not
all the time.
Mr. Pai’s Class• Enthusiastic response from students,
their parents, and other teachers
and supportive companies and
organizations has led to a school
policy (school law) to enhance all
classes with digitally assisted
learning. This is not simply
gamification education, but also an
attempt to gamify education design!